Panzer Grenadier Battles on November 25th:
Heroes of the Soviet Union #1 - Emel'ianova Spearhead Division #12 - Back Into the Fray
Heroes of the Soviet Union #24 - MARS: Vaselki Tank Battles #13 - Operation MARS #1: Zhukov's Dream
Invasion of Germany #40 - Like a Dose of Salts Tank Battles #16 - Operation MARS #4: Grediakino I
Invasion of Germany #41 - Bourheim Blues Tank Battles #17 - Operation MARS #5: Grediakino II
Red Warriors #2 - The Chosen Tank Battles #18 - Operation MARS #6: Grediakino III
Red Warriors #3 - Unleashing the Red God Tank Battles #30 - Operation MARS #18: Molodoi Tud River Blues I: The Penetration
Red Warriors #4 - Across the Vazuza Tank Battles #35 - Operation MARS #23: Luchesa River Valley Blues I: Forward
South Africa's War #11 - Sit Jou Kop . . . Tank Battles #44 - Operation MARS #32: Volunteers
South Africa's War #12 - Driven by Germans West Wall #10 - Like a Dose of Salts
Siegfried Line #1 - Bourheim Blues Workers and Peasants #18 - Over the River
Errors? Omissions? Report them!
Holzthum-Consthum
Battle of the Bulge #5
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 26th Volksgrenadier Division
United States 28th "Keystone" Infantry Division
Display
Balance:



Overall balance chart for BaBu005
Total
Side 1 11
Draw 0
Side 2 4
Overall Rating, 15 votes
5
4
3
2
1
3.67
Scenario Rank: 169 of 586
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-16
Start Time 05:45
Turn Count 68
Visibility Day & Night
Counters 54
Net Morale 0
Net Initiative 2
Maps 3: 10, 11, 9
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 91
AAR Bounty 149
Total Plays 15
Total AARs 3
Battle Types
Kill Them All
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge maps + counters
Introduction

The right wing of the 26th Volksgrenadier Division's advance in the opening phases of the Ardennes offensive drove the 110th Regiment of the 28th Infantry Division back in preparation for the breakout of Panzer Division Lehr. With no clue to the upcoming offensive, the veteran 28th Division was strung out along and west of the Our River.

Conclusion

The volksgrenadiers attacked each American position separately as forces arrived and were collected to do so. In the end the only position captured and held was the Skyline Drive crossroads, although the Germans managed to gain brief footholds in Consthum. The arrival of a Sherman platoon proved to be a disaster as the tank crews took the American 57mm anti-tank guns manning the crossroads near Holzthum to be German and opened fire, destroying one. The Germans, having no better luck, withdrew and reorganized an attack on the road between the two towns.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).

Display Order of Battle

Germany Order of Battle
Heer
United States Order of Battle
Army
  • Mechanized
  • Motorized

Display Errata (2)

2 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (3)

What a Finish
Author arixius
Method Solo
Victor Germany
Play Date 2012-08-09
Language English
Scenario BaBu005

By the 10th turn the Germans easily surrounded and eliminated the Americans in the small town on board 10. They confidently advanced to the larger city on board 11 ready for an easy win. Then they met the beast known as "M16".

Bristling with MGs, this beast, with its footmen, managed to mangle EIGHT Gren units(!) before it collapsed to a hail-Mary of an infantry AT attack. The remaining Americans still had enough fight in them to hold out attack after attack. Then the M4 shows up.

By this time the American lost too many steps to win so the M4 heads toward the small board 10 town. Capturing one town hex will force a tie. The German garrison force, which was left in the town for just this reason, was continually robbed to help destroy the M16 beast in the other city, so there weren’t enough Germans to cover the entire town. The tank could pick any hex and enter it one turn before the time ran out! No time for a counter-attack! Time for another hail-Mary.

Artillery rained on the approaching tank and managed a Disrupt! The German garrison wasn’t too stunned to lose the opportunity and charged the tank. They were on top of the tank before it could rally and smashed it. This, I think, broke the heart of the remaining Americans in the city on board 11. They fought, less fervently, and were eliminated. Score a major victory for the Germans. Sorry, Patton.

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And the Rockets’ Red Glare
Author deleted
Method Solo
Victor Germany
Play Date 2013-07-05
Language English
Scenario BaBu005

Ouch! This scenario was over before it began. So much so that I checked the rules twice to make sure I did it right. (See my AAR on solo play…)

The Germans had one hour with nighttime visibility (1 hex) to get set up in the light woods (with their different spotting and direct fire stuff) and await the dawn. I'd forgotten this the first time. This allowed them to not suffer opportunity fire and still get really close. When the sun came up, they honestly rolled a 3 to one initiative bonus, which just killed the US army. First, the off-board arty got a really good roll and mostly wiped up the lone troops at the crossroads, to be finished by the troops that were sitting within 2 hexes. All of it, gone in one turn as the leader was in the truck with a load of troops.

The third init. Included just some direct fire on the small town, which began the back and forth fire that PG is known for. Mirroring this effort in the large town, both were worn down over many turns after which the assaults began, the US surrender came before the tanks showed up because the victory conditions had been more than met by the Germans. I am aware that the tanks could have come in alone and assaulted the Germans alone, but with the off-boards and both towns in control, I just didn’t see it as realistic that they would succeed in satisfying any victory conditions, having already lost the needed steps.

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Battle of the Bulge Scenario 5
Author triangular_cube
Method Solo
Victor Germany
Play Date 2017-01-06
Language English
Scenario BaBu005

This one sees the Germans fighting for the same town again, while adding the third down the road. This time, they have an overwhelming force and the Americans are spread out. The Germans played patiently, attacking each of the three American positions in sequence. The first position was taken out their reinforcements, and the scenario just snowballed from there. The time limit really wont come in to play on this one, as it is extremely generous, so the Germans can always sit in the woods, and wait until they get full OBA and the Americans dont get thiers to jump out of their hiding spots and overwhelm the defenses.

The only way I can really see the Americans putting up a fight in this one, is to drive the M16 to board 10 ASAP and slog it out there. Really then, its a tough task ahead of them. This scenario certainly has an "a rotten morning" type feel, which is fun for the Germans, but not competitive.

German Major victory.

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